Oh I didn't know ROF is modified by the values of the unit, interesting.

I think your observations about too much small arms fire on tanks should go into the patch thread, there is a certain difference between firing so that the other side takes their heads down and firing to really achieve kills and that's something that the infantry will not do with their small arms fire. Same counts for behavior of armored units while being bombarded, if that is the opposite of what usually was done it should be corrected.

Thanks for all your work on this mate, also thanks to the other guys that have posted informative responses to your queries, but biggest thanks to wodin for pointing out this discussion was going on over here in the War Room.

I think your observations about too much small arms fire on tanks should go into the patch thread, there is a certain difference between firing so that the other side takes their heads down and firing to really achieve kills and that's something that the infantry will not do with their small arms fire. Same counts for behavior of armored units while being bombarded, if that is the opposite of what usually was done it should be corrected.

Well, not really bugs, rather cases for further adjustements, since the basic game mechanics revolve much around the suppression system. Beside that, all IMHO.

Have yet to test more on the Arty/armor issues, before making final conclusions. Would be nice if other members keep an eye on these too and give some feedback.

Sorry Daz didn't know you were unaware..though did think the two threads started to cross over abit.

quote:

ORIGINAL: dazkaz15

BigDuke 66

Thanks for all your work on this mate, also thanks to the other guys that have posted informative responses to your queries, but biggest thanks to wodin for pointing out this discussion was going on over here in the War Room.

Another point, what about all the stuff not cover by the game engine, I think primary of sidearms and hand grenades but also of hand to hand combat.

We saw already in the patch thread that hand grenades really seemed necessary has units sitting almost on each other had much to low casualties, Dave adjusted that area but still without combat there is no effect and so it might have to be considered raising the ammo amount of other small arms to compensate for the missing weapons.

Another point, what about all the stuff not cover by the game engine, I think primary of sidearms and hand grenades but also of hand to hand combat.

We saw already in the patch thread that hand grenades really seemed necessary has units sitting almost on each other had much to low casualties, Dave adjusted that area but still without combat there is no effect and so it might have to be considered raising the ammo amount of other small arms to compensate for the missing weapons.

Mech units are deemed mixed because they employ open topped vehicles and can often be dismounted. So they are vulnerable to both APer and AArm fire. If the firer has an AArm capability it will employ this first against mixed units.

Mech units are deemed mixed because they employ open topped vehicles and can often be dismounted. So they are vulnerable to both APer and AArm fire. If the firer has an AArm capability it will employ this first against mixed units.

Hm..assuming we have pure unit types, like HT´s or thin armored scout cars and such, would a unit with just HE (but sufficient AP capability, like HE with delayed fuzes) uses these on them? I would not like to see i.e a Stug 3G waste AP on scout cars, when it can do the job with HE alike.

I see where you are coming from. This is starting to get very tactical. I don't mind implementing something like this if it can be done easily. Ideally we should model more of the capabilities with the projectile rather than the weapon. Then we could have dual purpose ammo and better algorithms that could select which to fire. This is on our wish list but we haven't got to it yet.

I see where you are coming from. This is starting to get very tactical. I don't mind implementing something like this if it can be done easily. Ideally we should model more of the capabilities with the projectile rather than the weapon. Then we could have dual purpose ammo and better algorithms that could select which to fire. This is on our wish list but we haven't got to it yet.